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One Card Dungeon Card and Rules
One Card Dungeon Card and Rules
Dungeon
by Barny Skinner
1 Player - 30 Mins
One Card Dungeon is a solo dice-placement dungeon crawl played on a single card. Fight through 12
increasingly challenging levels to reach the final prize - the Sceptre of M'Guf-yn.
Components
1 Dungeon Card (two sided)
12 6 sided dice:
1 to represent your Adventurer
4 to represent Monsters (must be a different colour to the Adventurer's Dice)
4 to track your Abilities
3 to roll for your Energy
The Dungeon Card
The Dungeon Card can be placed in four different positions to show different configurations of Dungeon. The
bottom of the card will always show the details of the Monsters in the current level:
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Range
Range to a target is calculated in the same way as movement, therefore a
Monster Orthogonally adjacent to you is at Range 2, one Diagonally adjacent
is at Range 3 and so on. Calculate the shortest number of Movement points
that you would need to spend to reach the Monster's tile; that is the Range.
Attacks may not performed on Monsters further away than your Range. Your
Adventurer begins the game with a Range of 2 so may only attack orthogonally.
Line of Sight
If a line can be drawn from any corner of your tile to any corner of a
Monster's tile, without passing through a wall tile or another Monster's
tile, you have Line of Sight.
The Monster is at Range 5 (Red Line), and in Line of Sight (Green Line)
Monster Movement Phase
Each Monster will move to be as close as possible to being at maximum range
to your Adventurer. Work through each monster in turn, starting with the
closest. Find the empty tile at the Monster's maximum Range from you (with
Line of Sight) that is closest to the Monster. Move the Monster as fast as
possible towards that tile. If there is no empty tile at maximum Range, they
will move toward a closer in Range tile, or if that's not possible just move
to be as close as possible to the Adventurer. Monsters will prioritise being
in Range and Line of Sight over being at maximum Range.
Monsters move much like your Adventurer; moving Orthogonally costs 2 Speed,
moving Diagonally 3. Monsters may not move through the Adventurer or Walls,
but may move through (but not end movement on) other Monsters. If there is a
choice of multiple movement paths that are equally good, you may choose which
each Monster takes.
Once all Monsters have moved, the phase ends.
The top Monster uses all 5 Movement points to get into Range. The lower Monster can't get
into Range, but moves as fast as possible towards the closest Tile that is in Range.
Monster Attack Phase
Add up the total Attack of all Monsters within their Range and Line of Sight
to the Adventurer. Monsters out of Range or Line of Sight do not Attack this
turn.
Inflict a number of points of damage to the Adventurer equal to the Monsters'
Total Attack divided by the Adventurer's Total Defense Points, rounded down.
For example, a total of 12 Attack vs Defense 7 would inflict 1 Damage, 12
Attack vs Defense 4 would inflict 3 Damage, etc.
If the Total Attack is less than your Adventurer's Total Defense Points this
turn, no damage is inflicted.
Reduce your Adventurer's Health by the damage inflicted; if the Adventurer
hits zero health she has died and the game is over.
Once Monsters have attacked, if your Adventurer has survived, begin a new
turn with the Energy Phase.
The Monsters have a Range of 3, so only one is in Range, for a Total Attack of 4, vs the
Adventurer's Total Defense of 3. Therefore the Adventurer loses 1 Health. If both
Monsters had been in Range, the Total Attack of 8 vs Total Defense 3 would have inflicted
two points of damage.
End of Level
Once your Adventurer has killed all Monsters on a level, she may take a moment to rest and recouperate
before descending to the next Dungeon level; after each Dungeon level, you must choose to either increase
one of your Skills (Movement, Attack, Defense or Range) by one, or to Heal the Adventurer back up to full
(6) Health. You may either Heal or Upgrade after each Dungeon Level, but not both.
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Next Dungeon Level
Set up the next level by flipping the card to have the next Dungeon Level
Indicator (e.g. level 2 after completing level 1) at the bottom left, placing
your Adventurer and the correct Monster Dice for that Dungeon level as marked
on the card, and beginning a new turn at the Energy Phase.
Level 2 set up - In this scenario the player chose to Upgrade Defense after
completing the first level - having lost only one health she decided an
Upgrade was more important than healing.